Travel downriver towards the big city, creating more Amberärshs along the way.
You leave a single slave behind, with only a single command: Sing the first verse of the pyre song over and over and over.
After Akataki, the Barr widens, and meanders across a wide valley. The valley is fertile, and well irrigated; as such, it is covered in farmsteads and farming villages, which often dabble in fishing as well.
Not that the geography interests you much. But you do take time to investigate some of the smaller and more remote hamlets. The process is simple: kidnap a villager or two, trap a couple of dogs, then use the energy gained from the villagers deaths to create the Amberärshs. It leaves a trail of arson and murder, but it works, and your horde swells.
In time, you reach your destination: Dolnar-on-Barr. A fine city of brick and tile, sprawling across both sides of the river Barr as it leaves the Eastern Mountains, and begins its slow crawl through the Forest of Kings to the sea.
It is surrounded by a mass of farmland, providing the city with grain, livestock, and fruit. Traders come from all over the Eastern Mountains, bringing with them the wealth of the earth. The grand palace stands in the northern half of the city, seat of the King Malcolm of Barrtal, one of the many kings of the Eastern Confederacy. A wizard's tower stands upon the opposite bank, the primary source of magical education in the kingdom. A large temple to Dorael, god of earth, graces the city, along with a medium-sized pantheon, and several smaller shrines throughout the city. Outside the city, built upon a hill, is a large stone prison where dangerous, insane, or magical prisoners are held. It also serves as the headquarters of the Barrtal Monster Hunters.
Paranormal activity has been low in the Eastern Reaches lately. As such, many have forgotten about the dangers of demons, the terror of great beasts, and the might of magic. The wizards and the monster hunters both find little work and less funding these days, and as such, their skills are rusty and their numbers few. Nevertheless, if they knew of your presence, they would surely band together to take you down- an effort which, with some luck, might actually work.
You make a point to avoid the roads round these parts; disguised as a human you may be, but you still have no interest in meeting soldiers. You make your way to the asylum. Oh, yes. It is an evil place. Its stones call to you- as do its inmates. The guards, however, do not. Armed with silver they are. Trained to guard their minds against attack. Pious men, too.
The asylum these days is not especially full. A few renegade mages. A few major criminals. A few insane criminals. A few regular nutters. A few people who pissed off the monster hunters.
The stones call to you. The inmates call to you. They
want to serve you. You must make it so. But how?
-[BRILLIANT PLAN HERE]
Name: Krlnkir Yrlvnt
Physical might: 20
Mental might: 20
Other: Feeling ready to TAKE ON THE WORLD
Followers: 6
Slaves: 7 (decaying)
Servants: 30 (30 Amberärshs)
Cults:
The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
Power level: 5 -2 spent watching over your unborn child -1 spent worshipping you
Resources: 0
Champions:
Unborn Half Demon: estimated 7.75 months till birth.